~/talk

Measuring Availability the Player Focused Way: How Riot Games Changed Its...

Talkat SREcon25 Americas · 2025-03-25..03-27· [observability]
links:none on file
slides:none on file

Riot defines availability as percentage of served player minutes using CCU data and incident records, builds ETL pipelines and Tableau heatmaps to roll incidents into six player-impact buckets (login, matchmaking, gameplay, store/payments, end‑of‑game, chat/inventory), sets priority one = >50% players impacted, chooses a 99% target, measures League of Legends at 98.97%, and uses monthly reports plus postmortems to drive actions that raise morale from ~1–2 to ~4.7, fund SRE hires, and grow live‑ops from ~30 to ~80–90 people.

AI-written summary · about

  1. 0:00Riot's availability crisis
  2. 3:10Defining the problem
  3. 6:46Shifting to player-centricity
  4. 10:59Prioritizing incidents
  5. 13:32Establishing common language
  6. 17:30Designing the SLO
  7. 20:18Implementing the calculation
  8. 24:32Results and reporting
  9. 27:42Achieving culture change
  10. 33:34Key ingredients for success
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